| Commit message (Collapse) | Author | Age | Files | Lines |
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Closes #227
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Closes #226
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Fixes #224
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Also increased the distance between ledges as the game goes on, and changed the sound point multipliers make when you catch them.
Closes #221, #223
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There is support for point multipliers for any game mode, but only Jump currently utilizes it.
Closes #222
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The negative lives glitch was being caused by players being killed by two different things at once--a.k.a. being hit by a rock and falling off a ledge in Jump. The problem was that both game modes would only show the game over screen if the player had zero lives, not for negative lives. This has been fixed.
Fixes #220
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While this had no affect on the player, the game would sometimes randomly generate zero-width ledges when spawning ledges, which caused a whole ton of problems with the graphic generation and CCTexture2D and was the reason that the console was spammed with so many error messages when nothing bad seemed to be happening. The game would output the errors, drop the zero-width ledge and continue on as if nothing had happened.
Fixes #217
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Closes #216
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This revision should also hopefully fix the undefined behavior GameOverScene bug--if it, I'll reopen the ticket and continue investigating.
Fixes #215
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Previously, in Jump, when the game mode was created, one static ledge would always be generated safely under the player, and then when tick was first called, it would fill in the rest of the screen with ledges. While this did use to work fine, now that the game modes transition in, the player can see the ledges being added in when the transition ends so now there are two default ledges present when the level starts.
Refs #204
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Refs #204 and fixes #214
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The rate of dropped items now increases progressively like the speed of ledge scrolling. The scores at which two rocks and three rocks start appearing have also doubled.
Refs #204
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Dear god this is beta. I think I'll release a build for the testers soon so I can see what people think and then hammer out the bugs.
Refs #204
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Previously, when determining if the player had swiped upward for a jump in the Jump game mode, the game checked that the player had touched and moved upward a certain amount, with less than a certain amount of variance in horizontal position. However, this did not work well with the deeply-ingrained rotation aspect of the game, so the game was programmed to widen this allowed horizontal variance when the device was rotated. This really did not work too well, so now the game calculates an "expected" angle from the bottom of the screen based on rotation that it determines to point upward and also the angle of the player's swipe from the bottom of the screen. If the swipe angle falls within 45 degrees (π/4 radians) of the expected angle, the cart jumps. Really quite awesome if you ask me. :P
Refs #204
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So far, Jump exists as a blank world where the player can control the cart (including the ability to jump by swiping upwards) and where the water level rises for a bit and then falls, taking the cart with it.
Refs #204
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